Sorcerer: Difference between revisions

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=== Desert Soul WIP ===
=== Desert Soul ===
Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the Wastes, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.
Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the Wastes, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.
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'''Desert Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Desert Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.<br>
==== Desert Spells ====
Whenever you finish a long rest, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
''1st Level Desert Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Desert Spells table. Each of these spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Evocation or a Transmutation Spell from the Sorcerer, Warlock, or Wizard Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Desert Spells
|+ Desert Spells
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| 1st || Burning Hands, Create or Destroy Water
| 1st || Burning Hands, Create or Destroy Water
|-
|-
| 3rd || Blur, Dust Devil
| 3rd || Blur, Dust Devil (Cape of Wasps, Flame Blade, Scorching Ray)
|-
|-
| 5th || Fly, Wall of Sand
| 5th || Fly, Wall of Sand, (Ashen Path, Call Lightning, Petrify, Quakewalk, Roaming Pit, Sand Cloak, Thunderstep)
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| 7th || Fire Shield, Elemental Bane
| 7th || Fire Shield, Elemental Bane (Cyclone, Freedom of Movement, Heat Wave, Maroon, Sickening Radiance, Wall of Fire, Wind Funnel)
|-
|-
| 9th || Control Winds, Insect Plague,  
| 9th || Control Winds, Insect Plague,  
|}
|}
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'''Dunetreader.''' Starting when you choose this origin at 1st level, you ignore difficult terrain created by sand, and you are naturally acclimated to extreme heat.
==== Dunetreader ====
''1st Level Desert Soul Feature''<br>
You ignore Difficult Terrain created by sand, you ignore the effects of Extreme Heat, and you gain Resistance to Fire Damage.
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'''Sandstorm.''' Starting at 1st level, you can cause the magical sandstorm within you to manifest as a nearby twister. When you cast a spell of 1st level or higher on your turn, you can use a Bonus Action to force a Large or smaller creature within 30ft of you to make a Strength Saving Throw against your Spell Save DC, being pushed 10ft in a direction of your choice on a failed Save.<br>
==== Sandstorm ====
When you reach 6th level in this class, a creature that fails this Saving Throw also takes 1d8 Bludgeoning damage or 1d8 Fire damage (your choice). This damage increases when you reach certain levels in this class, increasing to 2d8 at 14th level, and 3d8 at 18th level.
''1st Level Desert Soul Feature''<br>
Just as the desert and sandstorms beat down on travelers, slowly eroding both rock and building, you too slowly wash away your foe's defense in a shower of sand. When you cast a Spell of 1st Level or higher, you can choose one target of the Spell. If you hit that target with the Spell Attack or it failed a Saving Throw imposed by the Spell, that creature must make a Constitution Saving Throw against your Spell Save DC, on a failed Save, the target has its AC reduced by 1 for 1 minute. This affect can reduce a creature's AC by a total amount equal to your Charisma Modifier, and when you reduce a creature's AC with this feature the duration of the reduction is refreshed back to 1 minute.
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'''Mirage.''' At 6th level, you learn the Mirror Image spell. If you already know this spell, you learn a different sorcerer spell of your choice. The spell doesn’t count against your number of spells known. You can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, any creature within 10 feet of you that destroys one of the spell’s illusions takes fire damage equal to half your sorcerer level, as the illusion bursts into a wave of scalding air and sand.
==== Furious Storm ====
''6th Level Desert Soul Feature''<br>
Your power to corrode your foes and your attunement to heat improves. When you cast a Spell of 1st Level, all creatures of your choice affected by the Spell are affected by your Sandstorm feature.
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'''Desert Nomad.''' Beginning at 14th level, you have the ability to step into the heart of the twisters you create. Immediately after a creature is pushed by your Sandstorm feature, you can spend 2 sorcery points to teleport to the storm’s space. You can also teleport in this way if you create the storm in a space that
==== One With The Dunes ====
is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible until the end of your turn.
''14th Level Desert Soul Feature''<br>
You can become as intangible as sand. As a Bonus Action to magically transform yourself into a sand-like form. In this form, you have the following benefits:
*You can’t be Grappled, Restrained, or Slowed.
*You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing.
*You can move through the space of any creature, regardless of its Size.
*You do not provoke Opportunity Attacks.
*When a creature you can see hits you with an Attack, you can use your Reaction to turn to sand. Until the end of that turn, you have Resistance to all Damage.
*If you are hit by a Melee Attack, the creature that Attacked you has its AC reduced by 1 per your Sandstorm feature.
You remain in this form for 1 minute. It ends early if you are Incapacitated, if you fall Unconscious, or if you dismiss it as a Free Action. Once you use this Bonus Action you can't use it again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.
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'''Sand Form.''' At 18th level, you can become as intangible as sand. You can spend 5 sorcery points as a bonus action to magically trans- form yourself into a sand-like form. In this form, you have the following benefits:
==== Twister ====
*You can’t be grappled.
''18th Level Desert Soul Feature''<br>
*You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing. You can move through the space of any creature, regardless of its size, and difficult terrain doesn’t cost you extra movement.
Your form of sand improves and you attain a perfect sand-like state as you become a sandstorm, a twister. When you transform with your One With The Dunes feature, you gain the additional following benefits:
*In addition, when an attacker that you can see hits you with an attack, you can use your reaction to turn to sand. Until the end of that turn, you have resistance to all damage, including against the triggering attack.
*Your size becomes Huge and you grow to be 30ft tall, if there is not enough space for one or both of these changes, you grow to be the maximum Size and height possible.
*You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
*Other creatures can occupy the same space as you.
*You are a sandstorm, causing your space to be Heavily Obscured and be filled with Strong Wind.
*When a creature within 5ft of you or in your space starts its turn, you can force it to make a Strength Saving Throw against your Spell Save DC, on a failure, the creature's AC is reduced by 1 per your Sandstorm feature, and you can move that creature 10ft in any direction. If it ends this movement in your space and is in the air, it remains suspended in the air.
*At the start of your turn, you can force every creature of your choice within 5ft of your or in your space to make a Constitution Saving Throw. On a failed Save a creature takes 1d6 Magical Piercing Damage and 1d6 Fire Damage and has it's AC reduced by 1 per your Sandstorm Feature.


=== Divine Soul ===
=== Divine Soul ===